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There are various effects in the atmosphere which contribute
to scattering. Therefore, a single media statement may not be
enough to simulate all kinds of views.
Here is a sample with two media blocks (not a great atmosphere
but it shows how combine uniform and directional scattering so
you can get more control how it looks in various directions.
I also fixed the scale for spherical as Alain suggested, and
used a macro so you can see for which height above ground you
are actually specifying densities:
#declare ATM_THICKNESS = 50;
#declare ATM_RADIUS = 5140 + ATM_THICKNESS;
#declare Atmosphere = difference
{
sphere {0, ATM_RADIUS}
sphere {0, 5140}
hollow
material
{
texture
{
pigment
{
color rgbt 1
}
}
interior
{
media
{
method 3 samples 10
scattering {1, <0.8, 0.8, 1>/200}
density
{
spherical scale ATM_RADIUS
color_map
{
[(ATM_THICKNESS-50)/ATM_RADIUS rgb <0.0,0.0,0.0>]
[(ATM_THICKNESS-20)/ATM_RADIUS rgb <0.8,0.9,0.9>]
[(ATM_THICKNESS-00)/ATM_RADIUS rgb <0.9,1.0,1.0>]
}
}
}
media
{
method 3 samples 10
scattering {5, <0.8, 0.8, 1>/100 eccentricity 0.4}
density
{
spherical scale ATM_RADIUS
color_map
{
[(ATM_THICKNESS-50)/ATM_RADIUS rgb 0]
[(ATM_THICKNESS-00)/ATM_RADIUS rgb <0.9,1.0,1.0>]
}
}
}
}
}
}
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